Armor Class 15
Hit Points 114 (12d10+48)
Speed 20 ft., burrow 20 ft., fly 50 ft., swim 30 ft.
Saving Throws Con +7, Wis +5, Cha +6
Skills Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 120', passive Perception 15
Languages Celestial, Common, telepathy 60'
Challenge 5 (1,800 XP)
Amphibious. Can breathe air and water.
Fleeting Memory. When it leaves creature's sight creature must make DC 16 Wis save or remember swarm only as softly glowing lights.
Illumination. Bright light in 20' radius and dim light an extra 20'.
Immortal Nature. Doesn't require food drink or sleep
Magic Resistance. Advantage: spell/magic effect saves.
Swarm. Can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny celestial. Can't regain hp or gain temp hp.
Team Effort. Considered to be a single Large creature to determine its carrying capacity and has advantage on Str checks made to push pull lift or break objects.
Flurry of Tools. Melee Weapon Attack: +8 to hit 0' 1 tgt in the swarm's space. 10 (4d4) bludgeoning damage + 10 (4d4) piercing damage and 10 (4d4) slashing damage or 5 (2d4) bludgeoning damage + 5 (2d4) piercing damage and 4 (2d4) slashing damage if the swarm has half of its hp or fewer.
Dismantle. Destroys up to a 5 ft. cube of nonmagical debris structure or object that isn't being worn or carried.
Spellcasting. Cha (DC 14) no material components: At will: floating disk mending spare the dying3/day ea: gentle repose knock sending1/day ea: locate creature passwall